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Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qh
1 #pragma once
2
3 #include <common/command/_mod.qh>
4 #include <common/stats.qh>
5 #include "config.qh"
6
7 #include "weapon.qh"
8
9 #ifdef SVQC
10 void WriteWepSet(float dest, WepSet w);
11 #endif
12
13 #ifdef CSQC
14 WepSet WepSet_GetFromStat();
15 WepSet WepSet_GetFromStat_InMap();
16 WepSet ReadWepSet();
17 #endif
18
19 #ifdef GAMEQC
20 #include "calculations.qh"
21 #include "projectiles.qh"
22 #include <common/models/all.qh>
23 #endif
24
25 #include <common/util.qh>
26
27 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
28 REGISTER_REGISTRY(Weapons)
29 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
30
31 #ifdef SVQC
32 #include <server/bot/api.qh>
33 #endif
34
35 .WepSet m_wepset;
36 #define WEPSET(id) (WEP_##id.m_wepset)
37 #define WepSet_FromWeapon(it) ((it).m_wepset)
38 WepSet _WepSet_FromWeapon(int i);
39
40 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // WEAPONTODO: make this work with other progs than just server
41 {
42     switch(request)
43     {
44         case CMD_REQUEST_COMMAND:
45         {
46             #ifdef SVQC
47             wep_config_file = -1;
48             wep_config_alsoprint = -1;
49             string filename = argv(1);
50
51             if(filename == "")
52             {
53                 filename = "weapons_dump.cfg";
54                 wep_config_alsoprint = false;
55             }
56             else if(filename == "-")
57             {
58                 filename = "weapons_dump.cfg";
59                 wep_config_alsoprint = true;
60             }
61             wep_config_file = fopen(filename, FILE_WRITE);
62
63             if(wep_config_file >= 0)
64             {
65                 Dump_Weapon_Settings();
66                 LOG_INFOF("Dumping weapons... File located in ^2data/data/%s^7.", filename);
67                 fclose(wep_config_file);
68                 wep_config_file = -1;
69                 wep_config_alsoprint = -1;
70             }
71             else
72             {
73                 LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename);
74             }
75             #else
76             LOG_INFO(_("Weapons dump command only works with sv_cmd."));
77             #endif
78             return;
79         }
80
81         default:
82         case CMD_REQUEST_USAGE:
83         {
84             LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]");
85             LOG_HELP("  Where 'filename' is the file to write (default is weapons_dump.cfg),");
86             LOG_HELP("  if supplied with '-' output to console as well as default,");
87             LOG_HELP("  if left blank, it will only write to default.");
88             return;
89         }
90     }
91 }
92
93 #ifdef SVQC
94 entity W_PROP_reloader;
95 float autocvar_w_prop_interval = 5;
96 .void(Weapon this, int) wr_net;
97 void W_PROP_reload(int chan, entity to)
98 {
99     W_PROP_reloader.nextthink = time + autocvar_w_prop_interval;
100     msg_entity = to;
101     FOREACH(Weapons, true, {
102         it.wr_update(it);
103         void(Weapon, int) f = it.wr_net;
104         if (f) f(it, chan);
105     });
106 }
107 void W_PROP_think(entity this)
108 {
109     W_PROP_reload(MSG_ALL, NULL);
110 }
111 STATIC_INIT_LATE(W_PROP_reloader)
112 {
113     entity e = W_PROP_reloader = new_pure(W_PROP_reloader);
114     setthink(e, W_PROP_think);
115     W_PROP_think(e);
116 }
117 #endif
118
119 #define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
120 #define EVAL_REGISTER_WEAPON(...) __VA_ARGS__
121 #define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst)
122 /** TODO: deprecated - remove */
123 #define REGISTER_WEAPON_3(id, sname, inst) \
124     REGISTER_WEAPON_2(id, inst); \
125     [[alias("WEP_" #id)]] Weapon _wep_##sname
126
127 REGISTER_WEAPON(Null, NEW(Weapon));
128 REGISTRY_DEFINE_GET(Weapons, WEP_Null)
129
130 Weapon Weapon_from_name(string s)
131 {
132     FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
133     return WEP_Null;
134 }
135
136
137 #ifdef GAMEQC
138
139 // legacy w_prop mappings
140 #define X(fld, T) .T fld; .T wepvar_##fld = fld;
141 X(switchdelay_drop, float)
142 X(switchdelay_raise, float)
143 X(weaponreplace, string)
144 X(weaponstartoverride, float)
145 X(weaponstart, float)
146 X(weaponthrowable, float)
147 #ifdef SVQC
148 X(reload_ammo, float)
149 const .float reloading_ammo = reload_ammo;
150 X(reload_time, float)
151 const .float reloading_time = reload_time;
152 #endif
153 #undef X
154
155 #endif
156
157
158
159 #define W_PROPS(L, class, prefix) \
160     L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
161     L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
162     L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
163     L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
164     /**/ \
165
166
167     #define W_PROP(class, wepname, fld, T, m)       W_PROP_##m(class, fld, T, wepname)
168     #define W_PROP_NONE(class, fld, T, wepname)     _W_PROP(class, fld, T, wepname)
169     #define W_PROP_PRI(class, fld, T, wepname)      _W_PROP(class, primary_##fld, T, wepname)
170     #define W_PROP_SEC(class, fld, T, wepname)      _W_PROP(class, secondary_##fld, T, wepname)
171     #define W_PROP_BOTH(class, fld, T, wepname) \
172             W_PROP_PRI(class, fld, T, wepname) \
173             W_PROP_SEC(class, fld, T, wepname)
174         #define W_PROP_BEGIN(class)
175                 #ifdef GAMEQC
176                         #define _W_PROP(class, fld, T, wepname) \
177                                 /* static */ T _W_PROP_CVAR(wepname, fld); \
178                                 ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
179                         #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
180                 #else
181                         #define _W_PROP(class, fld, T, wepname)
182                         #define _W_PROP_CVAR(wepname, fld)
183                 #endif
184         #define W_PROP_END()
185
186
187
188     #define W_CONFIG(class, wepname, fld, T, m)     W_CONFIG_##m(class, fld, T, wepname)
189     #define W_CONFIG_NONE(class, fld, T, wepname)   _W_CONFIG(class, fld, T, wepname)
190     #define W_CONFIG_PRI(class, fld, T, wepname)    _W_CONFIG(class, primary_##fld, T, wepname)
191     #define W_CONFIG_SEC(class, fld, T, wepname)    _W_CONFIG(class, secondary_##fld, T, wepname)
192     #define W_CONFIG_BOTH(class, fld, T, wepname) \
193             W_CONFIG_PRI(class, fld, T, wepname) \
194             W_CONFIG_SEC(class, fld, T, wepname)
195         #ifdef SVQC
196                 #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
197                         #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
198                 #define W_CONFIG_END() }
199         #else
200                 #define W_CONFIG_BEGIN(class)
201                         #define _W_CONFIG(class, fld, T, wepname)
202                 #define W_CONFIG_END()
203         #endif
204
205
206     #define W_UPDATE(class, wepname, fld, T, m)     W_UPDATE_##m(class, fld, T, wepname)
207     #define W_UPDATE_NONE(class, fld, T, wepname)   _W_UPDATE(class, fld, T, wepname)
208     #define W_UPDATE_PRI(class, fld, T, wepname)    _W_UPDATE(class, primary_##fld, T, wepname)
209     #define W_UPDATE_SEC(class, fld, T, wepname)    _W_UPDATE(class, secondary_##fld, T, wepname)
210     #define W_UPDATE_BOTH(class, fld, T, wepname) \
211             W_UPDATE_PRI(class, fld, T, wepname) \
212             W_UPDATE_SEC(class, fld, T, wepname)
213         #ifdef GAMEQC
214                 .entity baseline, baseline_target;
215                 #define W_UPDATE_BEGIN(class) \
216                         METHOD(class, wr_update, void(class this)) \
217                         { \
218                                 noref entity b = this.baseline; \
219                                 if (!b) \
220                                 { \
221                                         b = this.baseline = new_pure(baseline); \
222                                         b.baseline_target = this; \
223                                 }
224                         #ifdef SVQC
225                                 #define _W_UPDATE(class, fld, T, wepname) \
226                                         { \
227                                                 T it = _W_PROP_CVAR(wepname, fld); \
228                                                 b.wepvar_##fld = this.wepvar_##fld; \
229                                                 this.wepvar_##fld = it; \
230                                         }
231                         #else
232                                 #define _W_UPDATE(class, fld, T, wepname)
233                         #endif
234                 #define W_UPDATE_END() }
235         #else
236                 #define W_UPDATE_BEGIN(class)
237                         #define _W_UPDATE(class, fld, T, wepname)
238                 #define W_UPDATE_END()
239         #endif
240
241
242     #define W_NET(class, wepname, fld, T, m)     W_NET_##m(class, fld, T, wepname)
243     #define W_NET_NONE(class, fld, T, wepname)   _W_NET(class, fld, T, wepname)
244     #define W_NET_PRI(class, fld, T, wepname)    _W_NET(class, primary_##fld, T, wepname)
245     #define W_NET_SEC(class, fld, T, wepname)    _W_NET(class, secondary_##fld, T, wepname)
246     #define W_NET_BOTH(class, fld, T, wepname) \
247             W_NET_PRI(class, fld, T, wepname) \
248             W_NET_SEC(class, fld, T, wepname)
249     #if defined(CSQC)
250         REGISTER_NET_TEMP(WeaponUpdate)
251         #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
252             #define _W_NET(class, fld, T, wepname) \
253             { \
254                 if (++n == i) this.wepvar_##fld = Read_##T(); \
255             }
256             .void(Weapon this, int i) wr_net;
257             NET_HANDLE(WeaponUpdate, bool isnew)
258             {
259                 Weapon w = REGISTRY_GET(Weapons, ReadByte());
260                 for (int i; (i = ReadByte()); )
261                 {
262                     w.wr_net(w, i);
263                 }
264                 return true;
265             }
266         #define W_NET_END() }
267     #elif defined(SVQC)
268         REGISTER_NET_TEMP(WeaponUpdate)
269         #define W_NET_BEGIN(class) \
270             METHOD(class, wr_net, void(class this, int chan)) \
271             { \
272                 bool commit = false; \
273                 int i = 0;
274             #define _W_NET(class, fld, T, wepname) \
275                 { \
276                     ++i; \
277                     T it = this.wepvar_##fld; \
278                     if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \
279                     { \
280                         if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
281                         WriteByte(chan, i); Write_##T(chan, it); \
282                     } \
283                 }
284         #define W_NET_END() if (commit) WriteByte(chan, 0); }
285     #else
286         #define W_NET_BEGIN(class)
287             #define _W_NET(class, fld, T, wepname)
288         #define W_NET_END()
289     #endif
290
291
292
293 // read cvars from weapon settings
294 // cvars are created as such: g_balance_wepname_name
295 #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
296 #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
297 #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
298 #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
299
300 const int WEP_FIRST = 1;
301 #define WEP_LAST (REGISTRY_COUNT(Weapons) - 1)
302 WepSet WEPSET_ALL;
303 WepSet WEPSET_SUPERWEAPONS;
304
305 #include "all.inc"
306
307 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
308 #define WEP_HARDCODED_IMPULSES 20
309
310 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
311 #define WEP_IMPULSE_BEGIN 230
312 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253)
313
314 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
315 REGISTRY_CHECK(Weapons)
316
317 STATIC_INIT(register_weapons_done)
318 {
319         string inaccessible = "";
320     FOREACH(Weapons, true, {
321         WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
322         WEPSET_ALL |= set;
323         if (it.spawnflags & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
324         if (it == WEP_Null) continue;
325         int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
326         if (imp <= WEP_IMPULSE_END)
327             localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
328         else
329                 inaccessible = strcat(inaccessible, "\n", it.netname);
330     });
331     if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
332     #ifdef CSQC
333     FOREACH(Weapons, true, it.wr_init(it));
334     #endif
335     weaponorder_byid = "";
336     for (int i = REGISTRY_MAX(Weapons) - 1; i >= 1; --i)
337         if (REGISTRY_GET(Weapons, i))
338             weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
339     weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
340 }
341
342 #ifdef GAMEQC
343
344 .entity weaponchild;
345 .entity exteriorweaponentity;
346 vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent)
347 {
348     vector g;
349     if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true) * 2;
350     return g;
351 }
352
353 .int m_gunalign;
354
355 //.int weapon; // current weapon
356 .string weaponname; // name of .weapon
357
358 .vector spawnorigin; // for casings
359
360 .vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye)
361
362 // weapon animation vectors:
363 .vector anim_fire1;
364 .vector anim_fire2;
365 .vector anim_idle;
366 .vector anim_reload;
367
368 .entity muzzle_flash;
369
370 // static frame globals
371
372 ENUMCLASS(WFRAME)
373 CASE(WFRAME, DONTCHANGE)
374 CASE(WFRAME, FIRE1)
375 CASE(WFRAME, FIRE2)
376 CASE(WFRAME, IDLE)
377 CASE(WFRAME, RELOAD)
378 ENUMCLASS_END(WFRAME)
379
380 .WFRAME wframe;
381
382 #ifdef SVQC
383     #define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin
384 #elif defined(CSQC)
385     string autocvar_cl_shootfromfixedorigin;
386     #define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin
387 #endif
388
389 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
390 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
391
392 #ifdef CSQC
393 bool cvar_cl_accuracy_data_share;
394 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
395 bool cvar_cl_accuracy_data_receive;
396 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
397 #endif
398
399 #ifdef SVQC
400 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim);
401 #endif
402
403 #ifdef SVQC
404 void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, entity muzzlemodel, vector shotorg, vector shotdir);
405 #endif
406 #endif